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Remove the planar mechanic, but instead...


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I was thinking recently about the nature of the new planar mechanic and realised that the formulas used in calculating the damage that planar creatures receive are too complicated for dst. Instead, the game already has intuitive mechanic - just damage reduction. We have already seen similar mechanic in the game with mobs like cave spiders, toadstools, etc.
So why not transfer this mechanic to new plants? Instead of a complex damage calculation formula, plants will have basic damage protection (for example, 50%) and the new weapon will have penetrable damage that ignores protection. It's simple and clear, and allow the new equipment to be used against other old mobs with the defence (because currently it doesn't work)
In addition, it opens up new opportunities for this mechanic. For example, the clockworks now have 900 health. I've always wondered why they don't have natural defenses (even the sound of hitting them sounds like metal). Why not make it so that now the clockworks will have 300 health, but will have 66% damage protection? On paper, health will remain the same, but weapons with penetrable damage will have an advantage. In fact, it is possible to convert some of the damage from some previously existing weapons into penetrable ones (for example, a glass cutter will deal 58 damage of ordinary and 10 of penetrable), thus adding variety to the arsenal used, allowing previously rarely used weapons to be used more often.

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you literally described the effect of planar/pure damage. If you don't know what it is, I recommend reading it. This is a fairly well-known mechanic that is present in quite a large number of games.

to put it briefly. The new creatures have a defense of, for example, 50%, so normal weapons will not do much damage. But pure damage weapons ignore this defense. But the new plants also have protection against pure damage. Same with the new armor, the full set protects against 20 pure damage, meaning the staff will do 0 damage, the new sword only 10 pure damage. The mechanics are simply rather confusingly made, but not difficult

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8 minutes ago, GodIess said:

you literally described the effect of planar/pure damage. If you don't know what it is, I recommend reading it. This is a fairly well-known mechanic that is present in quite a large number of games.

I understand that. The point is that the formulas used right now for calculating damage are too complicated.  It is not just 50 percent as you might think it is. The more damage you do the more is the reduction. For example 1 gunpowder deals 70 damage to the plant, 2 gunpowdesr around 130. Why not just to implement simple formula like normal damage reduction? As it was used already by other creatures.

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Probably better to just say "Simplify the new enemies damage reduction". 

Having the "planardefense" component which is what contains the Planar Defense stat, unrelated to the actual stat, adds the messy square root damage reduction.

The Planar Defense stat alone just reduces Planar Damage by a flat amount so it got nothin to do with the weird reduction.

So it's not really removing "Planar" it's just the weird damage reductions enemies get that have the component, despite both enemies that have the component having Planar Defense stat of 0.

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You know.. I can’t play in the Beta but from the way you guys are describing Planar Defense it sounds like a gameplay Mechanic that is taken straight out of an RPG game.

Aka: you have a particular enemy type whom is heavily resistant to every other elemental attack except for the one it’s weak against.

If this is the way Klei plans to design future content updates then they need to make these “Elemental Effects” clearly communicated so the player will no What to use to weaken the particular opponent.

There should also probably be some type of Blow Dart Ammo (& Walters Slingshot) that can obtain these various effects.

IF DST is going the RPG route of Making enemies that are resistant to everything but the few things they’re intended to be weak against.

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24 minutes ago, Mike23Ua said:

You know.. I can’t play in the Beta but from the way you guys are describing Planar Defense it sounds like a gameplay Mechanic that is taken straight out of an RPG game.

Aka: you have a particular enemy type whom is heavily resistant to every other elemental attack except for the one it’s weak against.

If this is the way Klei plans to design future content updates then they need to make these “Elemental Effects” clearly communicated so the player will no What to use to weaken the particular opponent.

There should also probably be some type of Blow Dart Ammo (& Walters Slingshot) that can obtain these various effects.

IF DST is going the RPG route of Making enemies that are resistant to everything but the few things they’re intended to be weak against.

in simple terms it's pure damage that most games have. It is independent of modifiers and ignores armor. in pvp this is a very strong thing, because 30 pure damage ignores armor, and it doesn't matter what defense the opponent has - he will receive 30+ damage. Only if he doesn't use armor that reduces net damage by 20

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9 hours ago, Pticman said:

I understand that. The point is that the formulas used right now for calculating damage are too complicated.  It is not just 50 percent as you might think it is. The more damage you do the more is the reduction. For example 1 gunpowder deals 70 damage to the plant, 2 gunpowdesr around 130. Why not just to implement simple formula like normal damage reduction? As it was used already by other creatures.

Compared to traditional Protection. Planar Resist helps to reduce the gap between characters has crazy damage multiplier like Wanda, Wolfgang and Warly and the rest of the characters, Avoid them being able to kill mob very quickly like a god while the rest of the characters suffer in lengthy battles.

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12 hours ago, Cassielu said:

Compared to traditional Protection. Planar Resist helps to reduce the gap between characters has crazy damage multiplier like Wanda, Wolfgang and Warly and the rest of the characters, Avoid them being able to kill mob very quickly like a god while the rest of the characters suffer in lengthy battles.

when you put it that way planar damage doesn't sound that bad

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